THAUMATURGY
While most associate Thaumaturgy with crackling bolts of lightning, explosive fireballs, and blasts of freezing cold, the axiom of this Mystery is quite simply the summoning and controlling of energy. Theurgists are able to call energy from extra-planar sources and bend it to their will. And while such energy is most often used as a weapon, a clever Theurgist can also use it as a tool. With mainstream society's hostile outlook on magic-users, most magicians attempt to learn a few Thaumaturgy Spells for self-defense. But this Mystery is only ever mastered by those willing to blow off a limb or two in the attempt.
Bend Light
Cast this Spell as a Half Action to:
Cantrip:
Cantrip:
- For (Spellcraft) minutes, change the color of an object you touch (this changes the object to become entirely the chosen color)
- Point a harmless laser in a perfectly straight line to an object up to 20 meters away
- Increase or decrease the level of ambient light within 10 meters of your position by one degree for as long as you hold Concentration
- For (Spellcraft) minutes, change the entire color palettee of an object or creature you touch
- Bend light away from a creature or object, rendering them Hidden for up to (Spellcraft) minutes or until they break stealth
- Fire a beam of concentrated light at a creature up to 20 meters away, forcing them to save or take (Spellcraft)d6 Fire damage (a Save reduces this damage by half)
- Create a glowing orb in a fixed point in space within 10 meters. It gives off bright light up to 1 meter, normal light up to 3 meters, and dim light up to 5 meters and lasts for (Spellcraft) hours
- For (Spellcraft) minutes, create an illusion to mask the appearance of an object or creature you touch. The Difficulty to see through the illusion is 2.
- Bend light away from a creature or object, turning them Invisible for up to (Spellcraft) minutes.
- Fire a beam of concentrated light at a creature up to 20 meters away, forcing them to save or take (Spellcraft)d6 Fire damage and (Spellcraft)d6 Electric damage (a Save reduces this damage by half).
- Force all creatures in a 5 x 5 meter sphere centered within 10 meters to Save or be Blinded for as long as you hold Concentration
- For (Spellcraft) minutes, create an illusion to mask the appearance of up to 5 objects or creatures within 10 meters. The Difficulty to see through the illusion is 3.
- Bend light away from up to 5 creatures or objects, turning them Invisible for up to (Spellcraft) minutes.
- Fire a beam of concentrated light up to 10 meters. Every creature in a straight line pointing outwards from the beam's origin must Save or take (Spellcraft)d6 Fire and (Spellcraft)d6 Electric damage (a Save reduces this damage by half).
Call Fire
Cantrip
You summon a small flame, no larger than that of a torch (and it provides the same degree of light as a torch), into the palm of your hand. This fire burns for as long as you hold it in your palm and will not burn you while you hold it. It may be used to ignite other flammable objects or it can be thrown at a creature up to 5 meters away as a Half Action, forcing the target to Save or take 1d4 + (Spellcraft) Fire damage.
Level 1
Make a Spellcraft Feat. You can do (Bumps) of the following to any fire within 10 meters of you:
Level 2
Make a Spellcraft Feat to summon fire into any (Bumps x Bumps) meter area centered within 10 meters of you. Any creature that enters or starts its turn in this area must Save or take 1d8 + (Spellcraft) Fire damage now and ongoing 1d8 + (Spellcraft) Fire damage at the start of their turn each round (Save ends).
Level 3
Summon a firestorm which is maintained by Concentration and occupies a 3 x 3 meter sphere centered within 10 meters of you. The firestorm moves up to (Spellcraft) meters when your turn starts or ends and any creature that enters or starts its turn within the firestorm must Save or take 3d12 + (Spellcraft) Fire damage and be ignited for ongoing 1d10 Fire damage (Save ends). Unattended flammable objects and environmental features touched by the firestorm are also ignited as it passes over them.
You summon a small flame, no larger than that of a torch (and it provides the same degree of light as a torch), into the palm of your hand. This fire burns for as long as you hold it in your palm and will not burn you while you hold it. It may be used to ignite other flammable objects or it can be thrown at a creature up to 5 meters away as a Half Action, forcing the target to Save or take 1d4 + (Spellcraft) Fire damage.
Level 1
Make a Spellcraft Feat. You can do (Bumps) of the following to any fire within 10 meters of you:
- Alter the shape and/or color of the flame, making it appear to be something else or changing the space it occupies (for example, a 3 x 3 fire could be reconfigured into any configuration of 9 interconnected 1-meter spaces)
- Increase or decrease the size of the fire by 1 meter in all directions (if reduced to 0 meters, the flame is snuffed out)
- Increase or decrease any initial or ongoing damage caused by the fire by one dice size
- Absorb the energy of the fire, putting out out completely and gaining 1 Focus for each 1-meter space the fire occupied
- Prevent the fire from being doused so long as you hold concentration; it will burn underwater, without fuel or oxygen, burning until you release Concentration
Level 2
Make a Spellcraft Feat to summon fire into any (Bumps x Bumps) meter area centered within 10 meters of you. Any creature that enters or starts its turn in this area must Save or take 1d8 + (Spellcraft) Fire damage now and ongoing 1d8 + (Spellcraft) Fire damage at the start of their turn each round (Save ends).
Level 3
Summon a firestorm which is maintained by Concentration and occupies a 3 x 3 meter sphere centered within 10 meters of you. The firestorm moves up to (Spellcraft) meters when your turn starts or ends and any creature that enters or starts its turn within the firestorm must Save or take 3d12 + (Spellcraft) Fire damage and be ignited for ongoing 1d10 Fire damage (Save ends). Unattended flammable objects and environmental features touched by the firestorm are also ignited as it passes over them.
Call Frost
Cantrip
As a Half Action, touch an object small enough to hold in one hand; it freezes over, covered in ice. You can also use a Half Action to touch an adjacent 1 meter space, causing it to become frozen and slippery until the Scene ends; any creature that moves into this space (and is not flying or jumping) must Save or fall prone.
Level 1
Fire a 3 meter cone of frost; any creature in the area of effect must Save or take 1d6 + (Spellcraft) Cold damage and be Slowed (Save ends). If the creature is Wet or already Slowed, they are Frozen instead (Save ends). Alternately, you may fire a beam of frost that affects all creatures in a 5 meter line straight out from your position.
Level 2
Every creature, object, and ground space in a 5 x 5 meter sphere centered within 10 meters of you is Frozen (Save ends). Creatures may Save to resist this effect and if they fail, take 2d8 + (Spellcraft) Cold damage and are Frozen (Save ends). Frozen ground spaces are slippery until the Scene ends, and any creature that moves into such a space (and is not flying or jumping) must Save or fall prone.
Level 3
Create a freezing blizzard which is maintained by Concentration and occupies a 3 x 3 meter sphere centered within 10 meters of you. The blizzard moves up to (Spellcraft) meters when your turn starts or ends and any creature that enters or starts its turn within the blizzard (and is not already Frozen) must Save or take 3d10 + (Spellcraft) Cold damage and be Frozen (Save ends).
As a Half Action, touch an object small enough to hold in one hand; it freezes over, covered in ice. You can also use a Half Action to touch an adjacent 1 meter space, causing it to become frozen and slippery until the Scene ends; any creature that moves into this space (and is not flying or jumping) must Save or fall prone.
Level 1
Fire a 3 meter cone of frost; any creature in the area of effect must Save or take 1d6 + (Spellcraft) Cold damage and be Slowed (Save ends). If the creature is Wet or already Slowed, they are Frozen instead (Save ends). Alternately, you may fire a beam of frost that affects all creatures in a 5 meter line straight out from your position.
Level 2
Every creature, object, and ground space in a 5 x 5 meter sphere centered within 10 meters of you is Frozen (Save ends). Creatures may Save to resist this effect and if they fail, take 2d8 + (Spellcraft) Cold damage and are Frozen (Save ends). Frozen ground spaces are slippery until the Scene ends, and any creature that moves into such a space (and is not flying or jumping) must Save or fall prone.
Level 3
Create a freezing blizzard which is maintained by Concentration and occupies a 3 x 3 meter sphere centered within 10 meters of you. The blizzard moves up to (Spellcraft) meters when your turn starts or ends and any creature that enters or starts its turn within the blizzard (and is not already Frozen) must Save or take 3d10 + (Spellcraft) Cold damage and be Frozen (Save ends).
Call Lightning
Cantrip
Use an Action to touch an adjacent creature. The target must Save or be Staggered as lightning courses through their body (Save ends). Alternately, you may touch an adjacent object to send a jolt of electricity coursing through it.
Level 1
A creature within 10 meters of you must Save or take (Spellcraft)d8 Electric Damage; a successful Save reduces this damage by half.
Level 2
As Level one, but choose up to three creatures within 20 meters of you as lightning falls from the sky to strike your opponents. Increase the size of damage dice to d10s instead of d8s.
Level 3
Summon a 3 x 3 meter black cloud into a space centered within 10 meters of you. You maintain this cloud through Concentration and at either the start and end of your turn each round, lightning arcs from this cloud towards two separate creatures of your choice within 10 meters of the cloud, forcing the creatures to Save or take (Spellcraft)d12 Electric Damage (targets take half damage should their Save succeed). You can use a Half Action to move the cloud up to 5 meters in any direction.
Use an Action to touch an adjacent creature. The target must Save or be Staggered as lightning courses through their body (Save ends). Alternately, you may touch an adjacent object to send a jolt of electricity coursing through it.
Level 1
A creature within 10 meters of you must Save or take (Spellcraft)d8 Electric Damage; a successful Save reduces this damage by half.
Level 2
As Level one, but choose up to three creatures within 20 meters of you as lightning falls from the sky to strike your opponents. Increase the size of damage dice to d10s instead of d8s.
Level 3
Summon a 3 x 3 meter black cloud into a space centered within 10 meters of you. You maintain this cloud through Concentration and at either the start and end of your turn each round, lightning arcs from this cloud towards two separate creatures of your choice within 10 meters of the cloud, forcing the creatures to Save or take (Spellcraft)d12 Electric Damage (targets take half damage should their Save succeed). You can use a Half Action to move the cloud up to 5 meters in any direction.
Crushing Force
Cantrip
An object within 10 meters of you is held in place by an intense force and can only be moved with a Strength Feat (Difficulty equal to your Spellcraft). You can also attempt to hold a creature in place with this Spell, Slowing them (Save ends).
Level 1
Use Concentration to hold an object in place with incredible force, such that it cannot be moved by any but the most extreme forces. If the object is less durable than iron, you can use a Half Action to crush it entirely, compressing it down to the size of a pebble over the next few minutes. A creature targeted by this Spell must Save or be Immobilized (Save ends). Each failed Save results in 1d6 + (Spellcraft) Physical damage.
Level 2
As Level 1, but all creatures/objects within a 3 x 3 meter sphere centered within 10 meters of you are targeted. Increase the size of damage dice to d8s instead of d6s.
Level 3
As Level 2, but increase the size of the area of effect by 1 meter in all directions. Increase the size of damage dice to d10s instead of d8s and targets are Stunned instead of Immobilized.
An object within 10 meters of you is held in place by an intense force and can only be moved with a Strength Feat (Difficulty equal to your Spellcraft). You can also attempt to hold a creature in place with this Spell, Slowing them (Save ends).
Level 1
Use Concentration to hold an object in place with incredible force, such that it cannot be moved by any but the most extreme forces. If the object is less durable than iron, you can use a Half Action to crush it entirely, compressing it down to the size of a pebble over the next few minutes. A creature targeted by this Spell must Save or be Immobilized (Save ends). Each failed Save results in 1d6 + (Spellcraft) Physical damage.
Level 2
As Level 1, but all creatures/objects within a 3 x 3 meter sphere centered within 10 meters of you are targeted. Increase the size of damage dice to d8s instead of d6s.
Level 3
As Level 2, but increase the size of the area of effect by 1 meter in all directions. Increase the size of damage dice to d10s instead of d8s and targets are Stunned instead of Immobilized.
Entropic Ray
Cantrip
Channeling pure entropy, you deal 1d6 + (Spellcraft) Chaos damage to any creature you touch. An object you touch which is no more durable than wood is instantly corroded to ash.
Level 1
Fire a beam of entropy up to 5 meters, forcing every creature in a straight line emanating outwards from your position to Save or take 1d8 + (Spellcraft) Chaos damage. Any unattended object or environmental feature no more durable than stone which is in the area of effect is instantly corroded to ash. You can alternately fire Entropic Ray as a 3 meter cone.
Level 2
As Level 1, but increase the range to a 10 meter beam or 5 meter cone and the damage to 2d10 + (Spellcraft) Chaos damage. Any unattended object or environmental feature no more durable than iron which is in the area of effect is instantly corroded to ash.
Level 3
As Level 1, but increase to range to a 15 meter beam or 6 meter cone and the damage to 3d12 + (Spellcraft) Chaos damage. Any unattended object or environmental feature in the area of effect is instantly corroded to ash.
Channeling pure entropy, you deal 1d6 + (Spellcraft) Chaos damage to any creature you touch. An object you touch which is no more durable than wood is instantly corroded to ash.
Level 1
Fire a beam of entropy up to 5 meters, forcing every creature in a straight line emanating outwards from your position to Save or take 1d8 + (Spellcraft) Chaos damage. Any unattended object or environmental feature no more durable than stone which is in the area of effect is instantly corroded to ash. You can alternately fire Entropic Ray as a 3 meter cone.
Level 2
As Level 1, but increase the range to a 10 meter beam or 5 meter cone and the damage to 2d10 + (Spellcraft) Chaos damage. Any unattended object or environmental feature no more durable than iron which is in the area of effect is instantly corroded to ash.
Level 3
As Level 1, but increase to range to a 15 meter beam or 6 meter cone and the damage to 3d12 + (Spellcraft) Chaos damage. Any unattended object or environmental feature in the area of effect is instantly corroded to ash.
Kinesis
Cantrip
For the next minute, you can lift, move, or hold any number of unattended objects within 5 meters of you whose combined weight is no more than 2 Stones.
Level 1
For the next 10 minutes, you can lift, move, or hold any number of unattended objects within 10 meters of you whose combined weight is no more than (Spellcraft or 2; whichever is higher) Stones. You have can also manipulate objects from afar (10 meters) as though you were doing so with your own hands; any Feats required for fine control or skilled manipulation are made at Disadvantage.
Level 2
As Level 1, but increase the range to 20 meters and the combined weight to (Spellcraft x 2) Stones. You also gain a degree of fine control when manipulating objects from afar and do not suffer Disadvantage on Feats to do so.
Level 3
As Level 2, but the Spell lasts so long as you hold Concentration. Range is increased to 50 meters and the combined weight of all objects is increased to (Spellcraft x 3) Stones. You can also lift and move creatures within range (including yourself); unwilling creatures may Save to resist this effect, and may Save at the end of their turn each round to escape your grasp.
For the next minute, you can lift, move, or hold any number of unattended objects within 5 meters of you whose combined weight is no more than 2 Stones.
Level 1
For the next 10 minutes, you can lift, move, or hold any number of unattended objects within 10 meters of you whose combined weight is no more than (Spellcraft or 2; whichever is higher) Stones. You have can also manipulate objects from afar (10 meters) as though you were doing so with your own hands; any Feats required for fine control or skilled manipulation are made at Disadvantage.
Level 2
As Level 1, but increase the range to 20 meters and the combined weight to (Spellcraft x 2) Stones. You also gain a degree of fine control when manipulating objects from afar and do not suffer Disadvantage on Feats to do so.
Level 3
As Level 2, but the Spell lasts so long as you hold Concentration. Range is increased to 50 meters and the combined weight of all objects is increased to (Spellcraft x 3) Stones. You can also lift and move creatures within range (including yourself); unwilling creatures may Save to resist this effect, and may Save at the end of their turn each round to escape your grasp.
Magic Mantle
A mantle of magical energy surrounds you. So long as you hold Concentration, one of the following occurs:
Cantrip
Cantrip
- A mantle of invisible force surrounds you and any enemy that enters a space adjacent to you must Save or be pushed 1 meter away from you
- A mantle of healing energy surrounds you; any time you are healed or receive Endurance, increase the amount by 1d6.
- A magical cloak protects you from the elements, preventing any harm or discomfort due to environmental features like extreme temperatures, rain, winds, etc.
- A mantle of magical power surrounds you, dealing an extra 1d6 Mystic damage to creatures you hit with a weapon attack
- A mantle of defensive magic surrounds you, granting you +1 to a non-Physical Resistance of your choice
- A mantle of burning flame surrounds you and any enemy that ends its turn in a space adjacent to you takes 1d8 + (Spellcraft) Fire damage.
- A mantle of freezing white light surrounds you and any enemy that ends its turn in a space adjacent to you takes 1d6 + (Spellcraft) Cold damage. If they are Wet, the target is Frozen (Save ends).
- A mantle of buzzing static electricity surrounds you and any enemy that ends its turn in a space adjacent to you takes 1d6 + (Spellcraft) Electric damage and is Staggered (Save ends).
- A mantle of life-devouring energy surrounds you and any enemy that ends its turn adjacent to you takes 1d8 + (Spellcraft) Bio damage and you gain Endurance equal to the damage they take.
- A mantle of life-giving energy surrounds you, regenerating 1d8 HP at the start of your turn each round
- Combine the effects of any two of the above mantles into one
Magnetize
Cantrip
You generate a weak magnetic field, either on your own person or on an object within 5 meters. The field causes metal objects no larger than your hand to be attracted to the magnetized target and, once contact is made with the magnetic field, a Strength Feat (Difficulty 2) is required to remove the object from it.
You can cast this Spell as a Free Action to detect any metal within 10 meters of you.
Level 1
As the Cantrip, but increase the range to 10 meters and the Difficulty to remove a metal object within the field to (Spellcraft or 2; whichever is higher). The field attracts objects no larger than what can be held in two hands. You can move the field up to 5 meters as a Half Action, moving any object held within it.
Level 2
As the Cantrip, but increase the range to 20 meters and the Difficulty to remove a metal object within the field to (Spellcraft + 2). The field attracts objects no larger than a Large creature. You can move the field up to 10 meters as a Half Action, moving any object held within it.
Level 3
As Level 2, but your magnetic field can affect objects and environmental features up to the size of a Giant creature (3 x 3 meters). You can use the magnetic field to permanently bend, crush, and shape metallic objects within the field.
You generate a weak magnetic field, either on your own person or on an object within 5 meters. The field causes metal objects no larger than your hand to be attracted to the magnetized target and, once contact is made with the magnetic field, a Strength Feat (Difficulty 2) is required to remove the object from it.
You can cast this Spell as a Free Action to detect any metal within 10 meters of you.
Level 1
As the Cantrip, but increase the range to 10 meters and the Difficulty to remove a metal object within the field to (Spellcraft or 2; whichever is higher). The field attracts objects no larger than what can be held in two hands. You can move the field up to 5 meters as a Half Action, moving any object held within it.
Level 2
As the Cantrip, but increase the range to 20 meters and the Difficulty to remove a metal object within the field to (Spellcraft + 2). The field attracts objects no larger than a Large creature. You can move the field up to 10 meters as a Half Action, moving any object held within it.
Level 3
As Level 2, but your magnetic field can affect objects and environmental features up to the size of a Giant creature (3 x 3 meters). You can use the magnetic field to permanently bend, crush, and shape metallic objects within the field.
Prismatic Burst
Cantrip
A dazzling burst of light illuminates a 3 meter sphere centered on a creature within 10 meters of you. The creature glows until the end of your next turn, providing normal light in a 3 x 3 meter area centered on them. If the target is a non-ally, they must Save or be Blinded (Save ends).
Level 1
As the Cantrip, but all non-allies adjacent to the target must also Save or be Blinded. Any creature Blinded by Prismatic Burst takes (Spellcraft)d4 Mystic damage. The target glows until the end of the Scene or until you decide they stop glowing.
Level 2
As Level 1, but non-allies are also Stunned while Blinded. Increase the damage dice to d6s instead of d4s and increase the area of effect by one meter in all directions. The target glows until the end of their next Rest or until you decide they stop glowing.
Level 3
As Level 2, but Saves to resist or end the effects of Prismatic Burst have Disadvantage. Increase the damage dice to d8s instead of d6s and increase the area of effect by one meter in all directions. The target glows for the next 24 hours or until you decide they stop glowing.
A dazzling burst of light illuminates a 3 meter sphere centered on a creature within 10 meters of you. The creature glows until the end of your next turn, providing normal light in a 3 x 3 meter area centered on them. If the target is a non-ally, they must Save or be Blinded (Save ends).
Level 1
As the Cantrip, but all non-allies adjacent to the target must also Save or be Blinded. Any creature Blinded by Prismatic Burst takes (Spellcraft)d4 Mystic damage. The target glows until the end of the Scene or until you decide they stop glowing.
Level 2
As Level 1, but non-allies are also Stunned while Blinded. Increase the damage dice to d6s instead of d4s and increase the area of effect by one meter in all directions. The target glows until the end of their next Rest or until you decide they stop glowing.
Level 3
As Level 2, but Saves to resist or end the effects of Prismatic Burst have Disadvantage. Increase the damage dice to d8s instead of d6s and increase the area of effect by one meter in all directions. The target glows for the next 24 hours or until you decide they stop glowing.
Shockwave
Cantrip
Cast this Spell as a Half Action to push an adjacent creature 1d6 meters.
Level 1
Cast this Spell as a Half Action to unleash a 3 meter cone of force. All creatures in the blast are pushed (Spellcraft) meters and must Save or be knocked prone.
Level 2
Cast this Spell as a Half Action to unleash an explosive blast of force within a 3 x 3 meter sphere centered within 10 meters of your position. All creatures in the area of effect are pushed (Spellcraft x 2) meters and must Save (with Disadvantage) or be knocked prone.
Level 3
As Level 2, but increase the blast radius by 1 meter in all directions and increase the range to 20 meters. Those within the area are pushed (Spellcraft x 3) meters and automatically knocked prone.
Cast this Spell as a Half Action to push an adjacent creature 1d6 meters.
Level 1
Cast this Spell as a Half Action to unleash a 3 meter cone of force. All creatures in the blast are pushed (Spellcraft) meters and must Save or be knocked prone.
Level 2
Cast this Spell as a Half Action to unleash an explosive blast of force within a 3 x 3 meter sphere centered within 10 meters of your position. All creatures in the area of effect are pushed (Spellcraft x 2) meters and must Save (with Disadvantage) or be knocked prone.
Level 3
As Level 2, but increase the blast radius by 1 meter in all directions and increase the range to 20 meters. Those within the area are pushed (Spellcraft x 3) meters and automatically knocked prone.
Wall of Force
Cantrip
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 2 continguous 1-meter spaces, the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d4 meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Level 1
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 5 continguous 1-meter spaces (in any configuration), the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d6 + (Spellcraft) meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Level 2
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 10 continguous 1-meter spaces (in any configuration), the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d8 + (Spellcraft) meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Level 3
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 20 continguous 1-meter spaces (in any configuration), the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d10 + (Spellcraft) meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 2 continguous 1-meter spaces, the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d4 meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Level 1
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 5 continguous 1-meter spaces (in any configuration), the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d6 + (Spellcraft) meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Level 2
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 10 continguous 1-meter spaces (in any configuration), the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d8 + (Spellcraft) meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).
Level 3
Cast this Spell as a Half Action to create a zone of repulsive force which occupies 20 continguous 1-meter spaces (in any configuration), the nearest space of which must be within 10 meters of you. Any creature that enters one of these spaces is immediately pushed 1d10 + (Spellcraft) meters and must Save (with Advantage if they are an ally, with Disadvantage if they are an enemy) or be knocked prone. This zone lasts until the Scene ends or you stop maintaining it via Concentration (whichever happens last).